From Parzival through Indiana Jones and the Last Crusade to The da Vinci Code, the Knights Templar have had an enduring hold over the popular imagination. At dawn on Friday, October 13, 1307, they went from being one of the most powerful organizations in medieval Europe to prisoners and fugitives. They were questioned under torture and their leaders were executed for heresy. Officially disbanded in 1312, the Knights Templar ceased to exist. The legend of the Templars has proved harder to destroy. Rumors persisted of hidden treasure, of a curse that blighted a dynasty, and of a secret so powerful that it threatened the very basis of the Church. New organizations such as the Freemasons looked back to the Templars, and became shrouded in myth and conspiracy theory themselves. The Templars is the first in a series of Colonial Gothic sourcebooks covering secret societies and other organizations. Within these pages you will find detailed and authoritative information on the activities of the Knights Templar in the world of Colonial Gothic, including their acknowledged and secret histories, their structure and organization, their goals in the Thirteen Colonies and around the world, and the implications of membership. Although they do not show their hand openly, the Knights Templar remain a force in the world of Colonial Gothic. Their hand is seldom seen, but it pulls on many strings. Written by Graeme Davis

Colonial Gothic: The French & Indian War

$ 17.99 SRP

It was a different time; a time when Washington was a militia colonel, a time when Franklin was best known as a scientist, a time when Bostonians drank tea, a time when the British were the good guys. Welcome to a new era for COLONIAL GOTHIC, as the pages of history are tuned back to a time prior to the American Revolution. In THE FRENCH AND INDIAN WAR, players and gamemasters are presented with the tools and sources they need to run their games during this critical time of American history. Join General Wolfe at the Siege of Quebec. Walk the woods with Hawkeye, Chingachgook and Uncas. Raid with Rogers’ Rangers. Or pair this book with the NEW FRANCE sourcebook and fight to drive the British out of North America! THE FRENCH AND INDIAN WAR includes historical background, new rules, adventure seeds, and game statistics for the leading personalities of the period 1754-1763.

Shadow, Sword & Spell: Threats

$ 16.99 SRP

The World is a danger filled place. Monsters lurk in the shadows waiting for the moment to strike upon the unsuspecting. The Jungles or Moran teems with threats both mundane and magical. Though most threats are from the physical world, there are many threats originating from nether realms. Shadow, Sword & Spell: Threats is your guide to the dangers that lurk upon The World. Here you will find numerous monsters, and other dangers inspired by pulp fantasy and myth. Each monster is fully fleshed out, and ready to be used as is. For Gamemasters wanting to create their own unique creatures, new traits are introduced giving you more options in your own creations. Beside threats of a more mundane sort, you will also find fully detailed threats that serve as the springboard for any campaign. From an ancient dragon who runs a cult, to a giant mustering forces so that he can control all trade through the mountain passes, to a group of thieves who use the cover of a bakery to profit in a special type of “dough,” Threats is your guide to the unique adversaries found in Shadow, Sword & Spell’s The World. Grab your swords, summon your cohorts, and prepare yourself to face some of the most dangerous threats found in The World today!